Thief III,
Mission #3: “St. Edgar’s Eve”
Thief
III’s missions are smaller, shorter, and simpler than those found in the
first two games. They are also divided in two by “load zones”, areas where
players enter a patch of ‘blue fog’ that triggers the loading of the other part
to the mission. Despite these limitations, Thief
III’s missions still have the heavy, effective atmosphere and various
narrative caches that make Thief great.
As such, they can still be analyzed in light of the rest of my blog. As noted,
though, this mission and the next will only get brief analysis, as my Thief III focus is on Mission #9. For
now, though, let’s take a brief look at “St. Edgar”, one of the early missions from Thief III.
The first two Thief games introduced the Hammerites and the Mechanists gradually,
subtlety. Thief II’s ‘Docks’ level,
which I looked at here was especially effective at gradually bringing the Mechanists onto the scene.
Thief
III is not so subtle or gradual. Also released on the Xbox, and not
officially titled “Thief III” but Thief:
Deadly Shadows, the game introduces the fiction to players as if they have
not played the first two Thief games
(though there are plenty of references for Thief
veterans). It’s a shame the developers chose to introduce the Hammerites so
straightforwardly. Here, the player meets them via a Hammerite cathedral, and
not a haunted one. Who they, and how they believe, is pretty well laid out in
the foreground.
The experience of this mission makes “Cragscleft’s” indirect, subtle method of introducing the Hammerites to the players seem all
the more impressive. Thus, this mission might be used as a case study of why Thief I’s “Cragscleft” has a more
effective method of character-introduction than the more simple, shallow “St.
Edgar’s Eve”.
That being noted, “St. Edgar” still
has a well-stitched, heavy atmosphere. I love all the chanting and hammer
noises in the ambiance; it’s just as haunting as the audio in the first two Thief games. The mission also has an
interesting gameplay piece in it. To get the Chalice of St. Edgar, the player
needs to first get the Priest’s Holy Symbol. To get the priest out of his room
to make getting this Holy Symbol more practical, the player rings the church
bell. This mission, as Garrett said in the briefing, takes place on a holy
night—well, just look at the mission title—and the priest is bestowing
blessings. Any Hammerite wanting to be blessed calls him with the church bell.
This is, then, another example of Thief seamlessly
combines a story bit with a gameplay piece.
The player could also just barge
into the priest’s room, drop a couple flash bombs, and knock out or kill him
and the guard in the room. But this would alert other guards; killing is
precluded on Expert; and that’s not very thiefy. Neither
is ringing a church bell, though. It’s all up to player choice.
Though many story elements are laid out, rather than gradually introduced, there are some subtle introduction of
story elements effectively done in one area of Thief III. The main story
arc of Thief III involves a
Hammerite referred to as Inspector Drept, an old hag of urban legend, and an ancient
evil. The beginnings of this story arc appear in a section of the Hammerite
Factory in St. Edgar’s in Inspector Drept’s office. Here, through a readable,
Inspector Drept and his lifelong obsession with “the Gray Lady” is introduced.
This main component of Thief III’s
story won’t really come to a head until late in the game, but is here hinted
at. I include this in the video below. (Note that this story arc is the setup
of “the Cradle”, which I will analyze in a later entry.)
Overall, the Church of St. Edgar is
a simple structure, and exploring all its nooks and crannies, and completing
the mission, should not take the Thief veteran,
or even the standard gamer, much time or effort. This makes one wistful for the
intricacies of Thief I’s “Cragscleft”.
The lesson to take from “St. Edgar”
is that, though Thief III is just as
effective at creating atmosphere, it lacks, for the most part, the nuance of
how Thief I and II introduced their character groups. “Cragscleft” stands in
contrast to “St. Edgar” in introducting the Hammerites. Thus this post of mine
serves as both a critique of Thief III
and as further praise of Thief I—that,
even within Thief’s design, there are
right and wrong ways of doing things, and “St. Edgar” gets wrong what “Cragscleft”
did so well.
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